At 1:28, when I try to combine all animations to one armature / mesh the animations look weird, especially the hands. The animations look fine on their own armatures but it seems that they don't get transferred correctly to the T-pose armature. Any ideas on how to fix this?
Honestly, they had to make the asset staging process an absolute nightmare. I hope they fix this in the upcoming versions. So many steps to do just a few simple things.
Can you please make a video that goes over the topic of bone filters and playing two animations at the same time? For example I have a blendtree and I want to be able to walk, side walk, jump, run, and punch, maybe even shield and crouch eventually. Im trying to understand currently, as a beginner, how to mesh two animations like that together. I cant seem to find anything to help me in this specific scenario however... I've been searching for weeks!
It would be much more useful now to know the right way to attach the weapon, and dynamically move it in the characters hands. Been a bit of a nightmare for me trying to figure it out my own way, cant find ANY tutorials online. My current solution is uhh... pretty jank. Really would love to see how you set the interactions between the player and weapons! (3rd person??????? owo)
I'm really struggling to figure out how to blend lower body and upper body animations.. If i have several different guns / weapons that require different upper body animations, how do i blend them with all my lower body animations like idle, walk, run and jump? Do i need a separate animationtree for each equippable weapon that requires its own unique upper body animations? id be super grateful for a tutorial on this..
The transition was relatively smooth. Just had to learn some new syntax and workflows. Took me about a few days to start getting a bit more comfortable with it.
Hey, can you make a tutorial on godot3 on how to add animations to a skeleton? I'm losing my hairs trying to add animations, tried gltf format, glb, nothing works
This won't work if the original character with all the animations and the newly targetted character don't have the same rig and bones. Mixamo uses different names for their bones and if the new character isn't mixamo rigged then the mixamo animations can't be applied.
So far this is the only source I have found showing how to use the custom function tracks on an animation library at 3:12. Thanks so much!
Love to see a wall running tutorial and a small actual game tutorial with creating a scene and enemies next :) Subscribed!
pretty easy to implement
Jungaboon's on a roll with all this great new content!
This is an incredibly useful tutorial
At 1:28, when I try to combine all animations to one armature / mesh the animations look weird, especially the hands. The animations look fine on their own armatures but it seems that they don't get transferred correctly to the T-pose armature. Any ideas on how to fix this?
Honestly, they had to make the asset staging process an absolute nightmare. I hope they fix this in the upcoming versions. So many steps to do just a few simple things.
this video helped me solve a completely different issue i was having with blender exports that had me pulling my hair out. thank you man
Glad it helped!
Nice, Would like to learn more about the call method function and how to manipulate animations from scripts.
Ollé subirás el projecto completo porfa , para usarlo en Godot porfa si porfa.
Excellent work!
Can you please make a video that goes over the topic of bone filters and playing two animations at the same time? For example I have a blendtree and I want to be able to walk, side walk, jump, run, and punch, maybe even shield and crouch eventually. Im trying to understand currently, as a beginner, how to mesh two animations like that together. I cant seem to find anything to help me in this specific scenario however... I've been searching for weeks!
Thanks! Super useful.
It would be much more useful now to know the right way to attach the weapon, and dynamically move it in the characters hands. Been a bit of a nightmare for me trying to figure it out my own way, cant find ANY tutorials online. My current solution is uhh... pretty jank. Really would love to see how you set the interactions between the player and weapons! (3rd person??????? owo)
I'm really struggling to figure out how to blend lower body and upper body animations..
If i have several different guns / weapons that require different upper body animations, how do i blend them with all my lower body animations like idle, walk, run and jump? Do i need a separate animationtree for each equippable weapon that requires its own unique upper body animations? id be super grateful for a tutorial on this..
will you release the code for this tutorial as well?
having an "enemies shooting at you" tutorial would be very useful to me.
How did you add the gun in the hand?
welp i was hoping youd go into animationtree and implementing it to the player
Great tutorial man! I noticed you used Unity earlier on in this channel? How have you found the transition to Godot?
The transition was relatively smooth. Just had to learn some new syntax and workflows. Took me about a few days to start getting a bit more comfortable with it.
Great! Create tutorial humanoid animations Fps for unity also please!
Hey, can you make a tutorial on godot3 on how to add animations to a skeleton? I'm losing my hairs trying to add animations, tried gltf format, glb, nothing works
Me on mobile having no access to blender 😓
This won't work if the original character with all the animations and the newly targetted character don't have the same rig and bones. Mixamo uses different names for their bones and if the new character isn't mixamo rigged then the mixamo animations can't be applied.
As mas tutoriales de GODot quiero aprender🎉🎉🎉
what sounds are you using
These sounds are from a Humble Bundle pack by Ovani Sounds
why do i have more subscribers than you.
this is way better than any content i make
Why do they put a third person Thumbnail for a FPS 😆SO ANNOYING
what a terrible work flow... hopefully it will be more streamlined in the future